The Elder Scrolls IV: Oblivion/Catalogs/Races: Difference between revisions
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imported>Meg Taylor (copyedit) |
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| rowspan=8|[[image:Argonian.png|150px]] | | rowspan=8|[[image:Argonian.png|150px]] | ||
| colspan=20|Little is known and less is understood about the reptilian denizens of Black Marsh. Years of defending their borders have made the Argonians experts in | | colspan=20|Little is known and less is understood about the reptilian denizens of Black Marsh. Years of defending their borders have made the Argonians experts in [[guerrilla warfare]], and their natural abilities make them equally at home in water and on land. They are well-suited for the treacherous swamps of their homeland, and have developed natural immunities to the diseases and poisons that have doomed many would-be explorers into the region. Their seemingly expressionless faces belie a calm intelligence, and many Argonians are well-versed in the magical arts. Others rely on stealth or steel to survive, and their natural agility makes them adept at either. They are, in general, a reserved people, slow to trust and hard to know. Yet, they are fiercely loyal, and will fight to the death for those they have named as friends. | ||
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! colspan=5|Specials !! colspan=4|Skill Bonuses !! colspan=2|Notes | ! colspan=5|Specials !! colspan=4|Skill Bonuses !! colspan=2|Notes | ||
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| colspan=5|Demoralize (magnitude 100, once a day) Night-Eye (duration 30, unlimited uses!) | | colspan=5|Demoralize (magnitude 100, once a day) Night-Eye (duration 30, unlimited uses!) | ||
| colspan=4|Acrobatics +10, Athletics +5, Blade +5, Hand-to-Hand +10, Light Armor +5, Security +5, Sneak +5 | | colspan=4|Acrobatics +10, Athletics +5, Blade +5, Hand-to-Hand +10, Light Armor +5, Security +5, Sneak +5 | ||
| colspan=2|Recommended with reservations for | | colspan=2|Recommended with reservations for thief concepts. Wood Elf is a better choice for Marksman sneak attacks. Demoralize is occasionally useful, but Night-Eye is ideal for sneaks. Acceptable attributes for a thief role. | ||
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| colspan=5|Frost Damage (touch, magnitude 50, once a day), Shield (magnitude 30, duration 60, once a day), Resist Frost (magnitude 50, constant) | | colspan=5|Frost Damage (touch, magnitude 50, once a day), Shield (magnitude 30, duration 60, once a day), Resist Frost (magnitude 50, constant) | ||
| colspan=4|Armorer +5, Blade +10, Block +5, Blunt +10, Heavy Armor +10, Restoration +5 | | colspan=4|Armorer +5, Blade +10, Block +5, Blunt +10, Heavy Armor +10, Restoration +5 | ||
| colspan=2|Recommended for melee fighters. The Orc has better skill bonuses, while the Nord has exceptional | | colspan=2|Recommended for melee fighters. The Orc has better skill bonuses, while the Nord has exceptional attributes for a pure combat role. | ||
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! colspan=5|Specials !! colspan=4|Skill Bonuses !! colspan=2|Notes | ! colspan=5|Specials !! colspan=4|Skill Bonuses !! colspan=2|Notes | ||
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| colspan=5|Adrenaline Rush (Fortify Agility 50, Fortify Speed 50, Fortify Strength 50, Fortify | | colspan=5|Adrenaline Rush (Fortify Agility 50, Fortify Speed 50, Fortify Strength 50, Fortify Endurance 50, Fortify Health 25; duration 60), Resist Poison (magnitude 75), Resist Disease (magnitude 75) | ||
| colspan=4|Athletics +10, Blade +10, Blunt +10, Light Armor +5, Heavy Armor +5, Mercantile +5 | | colspan=4|Athletics +10, Blade +10, Blunt +10, Light Armor +5, Heavy Armor +5, Mercantile +5 | ||
| colspan=2|Recommended for melee fighters. Fair skill bonuses, spectacular Adrenaline Rush. Redguard has exceptional attributes for a pure combat role. | | colspan=2|Recommended for melee fighters. Fair skill bonuses, spectacular Adrenaline Rush. Redguard has exceptional attributes for a pure combat role. |
Latest revision as of 20:03, 21 February 2010
Argonian | In Game History | |||||||||||||||||||
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Little is known and less is understood about the reptilian denizens of Black Marsh. Years of defending their borders have made the Argonians experts in guerrilla warfare, and their natural abilities make them equally at home in water and on land. They are well-suited for the treacherous swamps of their homeland, and have developed natural immunities to the diseases and poisons that have doomed many would-be explorers into the region. Their seemingly expressionless faces belie a calm intelligence, and many Argonians are well-versed in the magical arts. Others rely on stealth or steel to survive, and their natural agility makes them adept at either. They are, in general, a reserved people, slow to trust and hard to know. Yet, they are fiercely loyal, and will fight to the death for those they have named as friends. | ||||||||||||||||||||
Specials | Skill Bonuses | Notes | ||||||||||||||||||
Resist Disease (magnitude 75, constant), Resist Poison (magnitude 100, constant), Water Breathing (constant) | Alchemy +5, Athletics +10, Blade +5, Hand-to-Hand +5, Illusion +5, Mysticism +5, Security +10 | Weak skill bonuses and weak specials. Suitable only for lizard-lovers and certain role-playing concepts. Choose a male for a stealth combat role, a female for a spellcasting role. | ||||||||||||||||||
Attribute differences between the sexes | Sample Names | |||||||||||||||||||
Strength | Intelligence | Willpower | Agility | Speed | Endurance | Luck | Personality | Male | Female | |||||||||||
Male | 40 | 40 | 30 | 50 | 50 | 30 | 50 | 30 | Bim-Seel, Gold-Heart, Beem-Ja, Raven-Biter, Huleenapa, Putos, Hanei, Beeleez-Ra, Jush-Meeus | Ereek-Wa, Silver-Tail, Amuh-An, Fin-Singer, Chud-Ei, Ten-Tongues, Aleen, Chank-Neeus, Wana, Duh-Ja | ||||||||||
Female | 40 | 50 | 40 | 40 | 40 | 30 | 50 | 30 | ||||||||||||